Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Zappy

Members
  • Posts

    410
  • Joined

  • Last visited

    Never

Everything posted by Zappy

  1. … I feel like your advice could be pretty valuable, but I have no idea what you mean, aha. Care to expand/rephrase ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png)? Also, how are these tiles looking so far ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png)? ![](http://img10.imageshack.us/img10/6420/25921387.png) Does the grass work?
  2. Yeah, I guess the thick black outline could become too overwhelming with a bunch of npcs, players, and items crowding a map.
  3. Aha, I thought so. The whole time I was trying to figure out a good way to outline it I was thinking "I.. I'm forgetting something here."
  4. I've gotten mixed messages, I have no idea which one to go with, ahaha. And since the screenshot image was in a different order, I'm not sure which one y'all are referring to at times x) Let's see if I can put a poll up ~! Probably should have thought of this early, derp. Thin black outline ![](http://img547.imageshack.us/img547/3087/89787519.png)
  5. What if the tiles had a black trimming as well ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons//wink.png) ![](http://img547.imageshack.us/img547/2076/tiledemo2.png)
  6. Yeah, After testing it with some test tiles I made, the black outline version seems to fit better. It makes the sprite pop a bit. I'll post this screenie in the OP ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png) Drew some test tiles that may or may not look like what I'm going for…. Mostly just a mock up. ![](http://img35.imageshack.us/img35/4848/tiledemo.png)
  7. Aha, wish I had some a set made x) maybe I can make something quickly
  8. I haven't made tiles yet. (I'm trying to get most of the important programming aspects done first) So I can't I really show them on a map :c If I placed them on the normal RMXP tiles, they seem a bit out of place , aha
  9. I'm going for a cartoony graphic style here, including the soon to come tiles and items. However I'm not sure which sprite style to go with! They're very minimally altered, but I'm having a tough time deciding which one should stick! Style 1, no thick outline ![](http://img401.imageshack.us/img401/4103/29842523.png) Style 2, thick black outline ![](http://img545.imageshack.us/img545/1313/95629590.png) Style 3, thick darkened outline ![](http://img69.imageshack.us/img69/4271/11780323.png) New possibility, thin black outline ![](http://img713.imageshack.us/img713/6076/69368126.png) The items and such would all be similar to 1 of these 3 different outline styles: ![](http://img27.imageshack.us/img27/5349/itemstyles.png) Which do you think I should use ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png)? Demo with some mock tiles: ![](http://img35.imageshack.us/img35/4848/tiledemo.png)
  10. That's all you'd have to do to make it "work", but it'd look crappy
  11. After staring at my screen for 12 hours, I had a magnificent break through! Nevermind
  12. What's wrong with them? They seem compatible to me ![:o](http://www.touchofdeathforums.com/community/public/style_emoticons//ohmy.png)
  13. > Make an animation of her running, now. Too much jiggling, I don't think I could animate such ferocious jiggling very well ;c
  14. How do the boobs look now ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons//biggrin.png)? ![](http://img839.imageshack.us/img839/7157/willowv10.png)
  15. Unfortunately.. I always have this deep tormenting urge to include cameltoe's in my drawings… :c i think the problem with the boobs is that I misjudged their roundness, and though you probably can't REALLY notice it, it throws you off and makes them look weird. I think I'll fix it. For example, zoom into the bandages and you'll notice I dropped them down a bit to show dimensions. (It turned out to be too much)
  16. Alright, I will ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png) I didn't know if it'd be highly important, since it's only a few lines.
  17. Hey guys! I've ran into a bit of a jam that I can't really figure out. I need to communicate with the client regarding whether or not an npc or player is currently affected by a D.O.T, H.O.T, stun, etc. However I'm not sure exactly what to be doing. I assumed I needed to go into "SendMapNpcto" and 'HandleMapData" and add "BufferReadLong/Writelong" to transmit the new variable, but it isn't reading properly… Anyone familiar with doing this sorta thing willing to give a quick lesson ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png)? This is in the client ``` Private Sub HandleMapNpcData(ByVal Index As Long, ByRef data() As Byte, ByVal StartAddr As Long, ByVal ExtraVar As Long) Dim i As Long Dim Buffer As clsBuffer ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler Set Buffer = New clsBuffer Buffer.WriteBytes data() For i = 1 To MAX_MAP_NPCS With MapNpc(i) .num = Buffer.ReadLong .x = Buffer.ReadLong .y = Buffer.ReadLong .Dir = Buffer.ReadLong .Vital(HP) = Buffer.ReadLong .StatusEffect = Buffer.ReadLong End With Next ' Error handler Exit Sub errorhandler: HandleError "HandleMapNpcData", "modHandleData", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit Sub End Sub ``` This is in the server ``` Sub SendMapNpcsTo(ByVal Index As Long, ByVal mapnum As Long) Dim packet As String Dim i As Long Dim Buffer As clsBuffer Set Buffer = New clsBuffer Buffer.WriteLong SMapNpcData For i = 1 To MAX_MAP_NPCS Buffer.WriteLong MapNpc(mapnum).NPC(i).Num Buffer.WriteLong MapNpc(mapnum).NPC(i).x Buffer.WriteLong MapNpc(mapnum).NPC(i).y Buffer.WriteLong MapNpc(mapnum).NPC(i).Dir Buffer.WriteLong MapNpc(mapnum).NPC(i).Vital(HP) Buffer.WriteLong MapNpc(mapnum).NPC(i).StatusEffect Next SendDataTo Index, Buffer.ToArray() Set Buffer = Nothing End Sub ``` I have the same extra line in SendMapNpcsToMap or whatever. I also have the StatusEffect variable declared in both NpcRec AND MapNpcRec, on both sides.
  18. .. I also enjoy flattery, but don't get me wrong, I'm all for criticism ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png) Two characters, but at the same time only 1 character. ![](http://img202.imageshack.us/img202/9189/willowpage1v4.png) Just wanted to show of some work and make myself feel better c:
  19. Lol Oh Santa, you never fail to make me laugh ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png)
  20. I'm at work so I can't change the OP right now. Ignore that it says brightgreen, I changed that so itd look nicer before I made these, pretend it just says pink ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png) Also, this is only REALLY comaptible with eo 3 with dx8, since my animations use transparency. The crit animation may not look the same because I used another animation to play below the sprite that I did not create
  21. yeah, I'm just using your work as a guide so I don't have to search. I'm just turning the costitem/costvalue's into arrays ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png)
  22. Aha, nice. I was going to make something similar to this to emulate "Crafting" ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png) Now I can be lazy
  23. Hey y'all. I've been trying to spruce up the combat in eclipse, rewriting how everything is calculated, and giving it some more graphical… pizzazz. The least I can do is hand out most of my work to the community, as you're all so great. It's not too special, but they look really nice in combat ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png) Feel free to use them, even commercially if you really wish! (Though I do ask you don't take credit for them) **Critical Hit** ![](http://imageshack.us/a/img96/6946/criticalhit.png) **Dodge** ![](http://imageshack.us/a/img801/9931/dodgerm.png) **Deflect (Parry)** ![](http://img5.imageshack.us/img5/5096/deflect.png) **_In Action Gifs !_** Critical, Dodge ![](http://imageshack.us/a/img541/1516/demo.gif) Critical, Dodge, Deflect ![](http://img4.imageshack.us/img4/3040/demo2m.gif) I MIGHT take requests if anyone has them, but obviously that has to do with interest/time/ambition. I'll keep adding more to this main OP as they come ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png) **_Code Tutorial_** If you aren't sure how to add these in, it's actually quite simple, and doesn't require any client work! **Server:** In _modConstants_, scroll to the bottom and paste this: ``` ' Attack Animation Constants Public Const CRITICAL_HIT_ANIM As Long = 1 Public Const DODGE_ANIM As Long = 2 ``` Make sure to set the number to whatever animation in the animation editor you want to play. For instance, my critical hit animation is the very first animation, so I set it to "1". Then, in _modCombat_, You'll have to find 3 subs and change little aspects in each of them. TryPlayerAttackNpc TryNpcAttackPlayer TryPlayerAttackPlayer ^ If we don't alter each of these, then the animations won't play for all combat situations. (I guess you could throw these commands in CanPlayerCrit/CanNpcCrit, but it wouldn't work for my own code since I've changed combat around a bit.) Now, in Sub TryPlayerAttackNpc, find: ``` SendActionMsg mapnum, "Dodge!", BrightGreen, 1, (MapNpc(mapnum).NPC(mapNpcNum).x * 32), (MapNpc(mapnum).NPC(mapNpcNum).y * 32) ``` Comment that out with a ' (or remove it if you wish, it won't hurt.) Underneath, paste this: ``` SendAnimation mapnum, DODGE_ANIM, (MapNpc(mapnum).NPC(mapNpcNum).x), (MapNpc(mapnum).NPC(mapNpcNum).y) ``` Now in Sub TryNpcAttackPlayer, find: ``` SendActionMsg mapnum, "Dodge!", BrightGreen, 1, (Player(Index).x * 32), (Player(Index).y * 32) ``` Do the same with this as before, then paste this: ``` SendAnimation mapnum, DODGE_ANIM, (Player(Index).x), (Player(Index).y) ``` Finally, in Sub TryPlayerAttackPlayer ``` SendActionMsg mapnum, "Dodge!", BrightGreen, 1, (GetPlayerX(victim) * 32), (GetPlayerY(victim) * 32) ``` And Paste: ``` SendAnimation mapnum, DODGE_ANIM, (Player(victim).x), (Player(victim).y) ``` For other animations such as Crit and parry, do the same thing, but in their respective if conditions. I'm not going to write it out because it's pretty simple and following what you did for dodge, it's pretty straight forward ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png) Just remember to change "DODGE_ANIM" to "CRITICAL_HIT_ANIM" or whatever the constant we set awhile back is.
×
×
  • Create New...